scooter Wrote:I think it's probably safe to say you haven't played too many games with a forest preserve in your capital starting on T0, so that's a pretty understandable one to forget.
I am now quite tempted to go back to the starting turn of all my BTS saves and edit in a forest preserve
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Time to do some catching up. My hopes for an early religion were dashed painfully by Dazed:
Noticed this right as I was finishing Mysticism. Considering somebody (Yuris I think) grabbed Hindu before then, I'm thinking my chances of landing Oracle is not so great after all. Might be best to abort now before I sink beakers into Med, Priesthood, and Masonry when they'll all be wasted if I don't land Oracle. Teching Myst as-is was probably a mistake, but oh well. I'll stick with IW as it's still useful to clear some jungles. I might pick a new tech path and just make absolutely sure I land MoM instead. Alternatively, I could aim for Monotheism/Judaism/OR, but I'm leaning more towards aborting the whole religious path and focusing on Currency, Maths, etc. Maybe settle for stone and land Hanging Gardens - sounds like a bright idea. Anyways, more pictures.
This is the granary finishing at History. Now it's growth time. Granaries going up all over.
A bit behind on capital size, but again I waited for the granary and wanted 3 cities/workers asap, so that's why I'm smaller. T29 and Dazed put his 3rd city here:
Maybe I can make him squirm a bit. QUick look at tile sharing:
In History I took the rice back from Law, as Law didn't need it to hit size 3. Also, those foods are about to be improved at EoT. Here's Statistics:
The main decision here has been unimproved Floodplains vs Windmill. FP has 3F/0H which is better than the Windmill 2F/1H, but the Windmill has a couple commerce to compensate. In the end, I don't NEED an extra 2 commerce as I'm not currently constrained by tech, so I've been going with Floodplains. Elephant vs Windmill is probably a valid debate too, but I prefer Elephant there. I met Pindicator:
I'll just try to keep my scout alive there. T30 is in and THIS is one of the coolest size 3 cities in recent memory:
Or at least, as cool as you can get with only putting down 2 tile improvements considering the 3rd one was already there for me. Also, messing with Dazed
Finally, just played T31. He backed off the cows but kept the warrior still. I played slightly risky and moved onto flat ground and did NOT promote, so if he's about to finish a warrior in that city, a 50/50 shot is decent for him. I'd like to wait and promote to Woodsman in a situation where I can be on forest, but pressuring the city here seemed worth it. Demos are shiny:
I think having these 3 cities really tightly together was the right decision, as it's letting me get away with more population/cities than 3 workers would normally be able to handle. Having pre-set improvements and a T0 worker really aided that the most.
Interesting game. Dazed definitely settled quite differently from me. I plan on pushing out another settler once I grow my capital up another level - it's been pushing out several 1T warriors while growing very rapidly. This is fine because it has a barracks and I'll need MP, so it's worked out nicely. Stats and Law will get their granaries whipped very shortly, then they'll probably grow up to their improved tile limit and then pump a couple workers. I'm not sure how quickly I'll hit "the wall" on maintenance. I'd like to go pillage somebody's town to fuel my own research, but it's not in an exposed position so it's tricky.
I'll have to slow down before Toroidal cripples me and I can't afford anything, but for now this reckless expansion is fun. Well not exactly reckless, but exciting certainly. Unfortunately, I have lost every single 50% defense battle ever in my lifetime and Dazed decided to continue my perfect streak:
Seroiusly, I'm like 0-for-12 in these situations. Can't I win one once? Next turn overview:
Granary was whipped in Statistics and is about to finish in Law, I then have a chop coming in right after the granary and it will go into a worker. So I currently have 3 cities, 3 granaries, and a settler on the way. I think that's pretty competitive? Also, iron:
More importantly I can chop stupid jungle. Need more workers.
scooter Wrote:I'll just try to keep my scout alive there. T30 is in and THIS is one of the coolest size 3 cities in recent memory:
Or at least, as cool as you can get with only putting down 2 tile improvements considering the 3rd one was already there for me. Also, messing with Dazed
Nah, Law is not cool. Law is very boring. It's just a lot of talking, a lot of paper and nothing concrete. I should have been a scientist...
Ichabod Wrote:I won't allow you to interfere in my vision of a scientist as some sort of Alchemist from the middle ages trying to make gold from crazy mixtures!
Played 3 turns today which was nice. Can you tell what I"m prioritizing right now?
Also, settler for city 4 is on the move, due to be settled T38. It'll go on the coastal spot I marked earlier. I'm thinking about ignoring Oracle and sprinting straight for Metal Casting and trying to get Colossus that way. Given how quickly the religions fall, I don't like my chance of actually landing Oracle... However, I can get MC within 10-12 turns or so, so I may just go for it. Haven't decided, as I'm saving gold this turn. I may still change my mind and go for Priesthood. If Oracle falls, no big deal, as I want early Monarchy anyways.
scooter Wrote:Played 3 turns today which was nice. Can you tell what I"m prioritizing right now?
Growing your cities as fast as possible?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Settler to found the city next turn. And of course, I'll have a chop ready to go in immediately. It'll go into a WB. I'll then need a granary and another WB (and eventually Trading Post once I tech Sailing) in some order and this city will be off to the races. I have graphs on Seven and Dazed, so I'll do a quick chart dump:
Demos:
I suspect I'm slightly behind on city 4 again. That's ok, I don't have a free food in my capital or Expansive, so things are fine.